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Game Physics

Game Physics [Kindle Edition]

Eberly , David H.

Kindle-Preis: EUR 45,39 Inkl. MwSt. und kostenloser drahtloser Lieferung über Amazon Whispernet

  • Länge: 880 Seiten
  • Sprache: Englisch
  • Aufgrund der Dateigröße dauert der Download dieses Buchs möglicherweise länger.
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"I keep at most a dozen reference texts within easy reach of my workstation computer. This book will replace two of them."--Ian Ashdown, President, byHeart Consultants Limited


"Game Physics, 2nd Edition" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to "Game Physics", all this information is now available in a single, easily accessible volume.

The new 2nd edition is the much-anticipated update that incorporates new info on how to implement a classic rigid-body physics engine, as well as new coverage of ragdoll physics, PLUS a new chapter on Physics Luminaries and their contributions (Ronald Fedkiw, Jos Stam, and James O'Brien).

The CD will contain Wild Magic 5, a large software package for graphics, physics, and related topics. Also, Eberly's associated web site will support the book and CD:

--Much-anticipated 2nd edition offers valuable new applications of particle systems, fluids, and gases.
--CD with Wild Magic physics engine, C++ source code that supports the simulations in the book, plus sample apps, and exercises.
--Books tackles the complex, challenging issues that other books avoid - and provides a solid, comprehensive math resource for game developers.


  • Format: Kindle Edition
  • Dateigröße: 16070 KB
  • Seitenzahl der Print-Ausgabe: 944 Seiten
  • Verlag: CRC Press; Auflage: 2 (20. April 2010)
  • Verkauf durch: Amazon Media EU S.à r.l.
  • Sprache: Englisch
  • Text-to-Speech (Vorlesemodus): Aktiviert
  • X-Ray:
  • Amazon Bestseller-Rang: #306.930 Bezahlt in Kindle-Shop (Siehe Top 100 Bezahlt in Kindle-Shop)

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Die hilfreichsten Kundenrezensionen auf (beta) 4.2 von 5 Sternen  21 Rezensionen
7 von 7 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen A classic - advanced - book on game physics 2. November 2010
Von FlyingPolarBear - Veröffentlicht auf
Format:Gebundene Ausgabe|Vine Kundenrezension eines kostenfreien Produkts (Was ist das?)
Warning: this book is NOT for 12 year old "wannabe" game programmers who have no patience for advanced concepts. This book covers advanced math techniques for the professional game programmer with a college math/engineering/science background. There are nice code examples, but the focus is on the explanations of the theory, flowing all the way through to practical application, to give the designer a solid foundation. The organization, formatting, and notations in the book are beautiful. I have a better understanding of some fascinating game physics concepts now. Even though this is book goes deep on the math and physics, it doesn't mean you have to understand all of it to incrementally gain useful knowledge; the book is organized so that jumping around to different sections is easy to use like a reference book.
6 von 7 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen An advanced course 22. Oktober 2010
Von Trevor Burnham - Veröffentlicht auf
Format:Gebundene Ausgabe|Vine Kundenrezension eines kostenfreien Produkts (Was ist das?)
This is a dense textbook that requires fluency in multivariate calculus and linear algebra. I was disappointed that it was so mathematically oriented and not more programming-oriented. Granted, there is a CD-ROM full of C++ source code included, but if you want a text that rewards you frequently with working examples to illustrate the concepts, this isn't the one for you.
3 von 3 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Whoa, this book means it when it says "physics" 27. Dezember 2012
Von Natasha Stryker - Veröffentlicht auf
Format:Gebundene Ausgabe|Vine Kundenrezension eines kostenfreien Produkts (Was ist das?)
I am a self-taught casual programmer who thought I'd pick this up to learn something new. I got a few pages into it and handed it to my hubby who has a BS in Computer Science and 12 years experience under his belt because it was WAY over my head. I had always enjoyed math and was a very good student, but you need a significant foundation in the subject of this book to really appreciate it and learn from it. I felt like I had just graduated high school and was trying to go strait into grad school without the very necessary 4 years in between. So just be warned about that. My hubby liked the book quite a bit and said he'd give it 4 stars, hence my rating. So if you are well versed in the language this book speaks, my source tells me you will get a lot out of it since it gets down to business and is in no way one of those "Game Programming for Dummies" types of books.
5 von 6 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen For people serious in game engine programming 21. Oktober 2010
Von Sukru Tikves - Veröffentlicht auf
Format:Gebundene Ausgabe|Vine Kundenrezension eines kostenfreien Produkts (Was ist das?)
I will not hide my enthusiasm about this book. I have a general dislike for "watered down" books which tried to "teach you in 24 hours". Unlike those, Game Physics really educates you on the subject by both going in broad topics, and going seriously deep in each one.

The author achieves this coverage by including college level discussion on physics, calculus, linear algebra, and differential equations, while of course assuming proficiency at C++ programming. He does not pull his punches when talking about complexity of graph algorithms, nor while describing how to offload tasks to separate CPU threads. And as a final treat (or maybe a cheat) provides a significant amount of source code in the included CD-ROM.

I'd recommend the book to anyone serious in game programming - or actually anyone serious in programming or engineering in general as a side reading, to gain extra insight.
2 von 2 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Excelent reference material for game physics 25. Januar 2012
Von Timothy Lovett - Veröffentlicht auf
Format:Gebundene Ausgabe|Vine Kundenrezension eines kostenfreien Produkts (Was ist das?)
Honestly I'm not entirely too sure why so many people are complaining about the mathematical explanations of the book... Physics is inherently mathematical; he could have hidden some aspects of it from the reader but that would be contrary to his intentions of teaching the reader the fundamentals of game programming. If you want to just interact with a physics engine there are plenty of libraries which can handle that for you without having to get into the details of the implementations. That said a lot of the viewers have a less than technical background in terms of game development so it's understandable how this problem could have surfaced.

Either way the book is solid (as have most of Eberly's works on game development) and it's definitely worth a look over if you don't already have it. Prior to digging into the book I experimented with bullet physics a bit but aside from consuming / interacting with the apis I rarely really looked under the hood. I feel like as a result of the book I have a more broad understanding of both that library and of game physics in general.

It is a somewhat difficult read even as a game developer hobbyist but that's why video game companies hire people specifically for certain roles -- it's a difficult subject to learn and even more of a struggle to master.
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